Undrave
Legend
Not a bad idea either!Or perhaps a Monk without ki should perform like a Warlock without Pact Slots.
But it has to account for being in close combat in its defence and HP.
Not a bad idea either!Or perhaps a Monk without ki should perform like a Warlock without Pact Slots.
Why are you so keen on adding di costs for abilities that cost reactions anyway?Oh, I like combining deflect missile and deflect blade into one thing. Then it would actually be useful! I would make it automatically cost a di and get rid of the counterattack part, or maybe allow that for another di.
Because balance. Deflect missiles is barely used so it doesn't matter. But it is actually a pretty potent damage reduction when does happen, and granting it for free against melee attacks would be a whole other kettle of fish. If monks could use it every turn for just a reaction they definitely would, and I think it would be way too powerful.Why are you so keen on adding di costs for abilities that cost reactions anyway?
So kick it up to level 5 where it can coexist with Uncanny Dodge. Monk damage reduction being better in general than the Rogue's is fine in my book (though the Rogue is likely better at soaking up LOL crits from monsters that chuck a lot of dice, like the giant ape's 14d6+4 rock throw).Because balance. Deflect missiles is barely used so it doesn't matter. But it is actually a pretty potent damage reduction when does happen, and granting it for free against melee attacks would be a whole other kettle of fish. If monks could use it every turn for just a reaction they definitely would, and I think it would be way too powerful.
For example, at level 3 it would have the potential to be an 11.5 HP damage reduction every turn. That's pretty amazing for a reaction, especially since reactions so often go unused.
Another way to look at it is: would players still use it if it cost 1 di? And I think the answer is still yes - it might not be automatic, but it would definitely get used often.
But, again, if it just costs a reaction does it become an automatic choice? i.e. not a choice at all? In most situations it will more or less equal cancelling one hit against the monk every turn. That's a pretty strong ability, and I think it would be too strong. I'd definitely be interested in seeing it play tested. I could be wrong.So kick it up to level 5 where it can coexist with Uncanny Dodge. Monk damage reduction being better in general than the Rogue's is fine in my book (though the Rogue is likely better at soaking up LOL crits from monsters that chuck a lot of dice, like the giant ape's 14d6+4 rock throw).
You could split the difference.Because balance. Deflect missiles is barely used so it doesn't matter. But it is actually a pretty potent damage reduction when does happen, and granting it for free against melee attacks would be a whole other kettle of fish. If monks could use it every turn for just a reaction they definitely would, and I think it would be way too powerful.
I mean, Uncanny Dodge only costs a reaction. Is it an automatic choice for Rogues?But, again, if it just costs a reaction does it become an automatic choice? i.e. not a choice at all? In most situations it will more or less equal cancelling one hit against the monk every turn. That's a pretty strong ability, and I think it would be too strong. I'd definitely be interested in seeing it play tested. I could be wrong.
Imagine you're a fighter or barbarian dueling a monk with this ability: the monk wins, pretty much automatically, at least until very high levels when the fighter can supernova. But at low levels, where the game is mostly played?
Pretty much! And this would be significantly more powerful in the vast majority of situations.I mean, Uncanny Dodge only costs a reaction. Is it an automatic choice for Rogues?
No, but trying to illustrate how strong being able to use it just off a reaction would be. You can substitute "ogre" or whatever for "fighter or barbarian."EDIT: also, the game isn't really balanced around the idea of PVP.